phaser/wip/examples/statetest.php

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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
game.load.image('player', 'assets/sprites/phaser-dude.png');
}
var map;
var p;
function create() {
game.stage.backgroundColor = '#787878';
map = game.add.tilemap(0, 0, 'mario');
// floor
map.setCollisionRange(80, 97, true, true, true, true);
// one-ways
map.setCollisionRange(15, 17, true, true, false, true);
p = game.add.sprite(32, 32, 'player');
p.body.bounce.y = 0.4;
p.body.collideWorldBounds = true;
game.camera.follow(p);
}
function update() {
map.collide(p);
p.body.velocity.x = 0;
p.body.acceleration.y = 500;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
p.body.velocity.x = -150;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
p.body.velocity.x = 150;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
if (p.body.touching.down)
{
p.body.velocity.y = -200;
}
}
}
function render() {
game.debug.renderSpriteCorners(p);
game.debug.renderSpriteCollision(p, 32, 320);
}
})();
</script>
</body>
</html>